android crash specified device.

I release game on google play.

and I received crashes message(crashes and ANR)

java.lang.Error: FATAL EXCEPTION [GLThread 2430]
Unity version : 4.2.2f1
Device model : samsung SHV-E170S
Device fingerprint: samsung/jaguars/jaguars:4.1.2/JZO54K/E170SKSJMC1:user/release-keys

Caused by: java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr c882c938
Build fingerprint: 'samsung/jaguars/jaguars:4.1.2/JZO54K/E170SKSJMC1:user/release-keys'
Revision: '18'
pid: 30845, tid: 30859, name: UnityMain >>> com.gamebrain.rpoker <<<
r0 5fbf515e r1 5fbf515c r2 c882c938 r3 00000006
r4 00000006 r5 c882c938 r6 c882c938 r7 0001000d
r8 00000000 r9 00001403 sl 51d3c708 fp 00000001
ip 00000405 sp 5fbf5100 lr 58d4f587 pc 58d4f03a cpsr 0000000b

at libGLESv2_adreno200.neon_pld_min_max_16(neon_pld_min_max_16:5)
at libGLESv2_adreno200.cache_vertex_elements(cache_vertex_elements:46)
at libGLESv2_adreno200.qgl2DrvAPI_glDrawElementsInstancedXXX(qgl2DrvAPI_glDrawElementsInstancedXXX:264)
at libGLESv2_adreno200.qgl2DrvAPI_glDrawElements(qgl2DrvAPI_glDrawElements:6)
at libGLESv2_adreno200.glDrawElements(glDrawElements:10)
at libunity.003af708(Native Method)
at libunity.003b1708(Native Method)
at libunity.00221ae4(Native Method)
at libunity.00221b4c(Native Method)
at libunity.00213880(Native Method)
at libunity.00134bbc(Native Method)
at libunity.00136e28(Native Method)
at libunity.0013b638(Native Method)
at libunity.00144864(Native Method)
at libunity.00164d24(Native Method)
at libunity.00168d24(Native Method)
at libunity.002c941c(Native Method)
at libunity.002c9dd0(Native Method)
at libunity.003f6304(Native Method)
at libunity.003f63a8(Native Method)
at libdvm.dvmPlatformInvoke(dvmPlatformInvoke:112)
at libdvm.dvmCallJNIMethod(unsigned int const*, JValue*, Method const*, Thread*)(dvmCallJNIMethod:360)
at libdvm.00028820(Native Method)
at libdvm.dvmInterpret(Thread*, Method const*, JValue*)(dvmInterpret:180)
at libdvm.dvmCallMethodV(Thread*, Method const*, Object*, bool, JValue*, std::__va_list)(dvmCallMethodV:272)
at libdvm.dvmCallMethod(Thread*, Method const*, Object*, JValue*, ...)(dvmCallMethod:20)
at libdvm.00054b27(Native Method)
at libc.__thread_entry(__thread_entry:48)
at libc.pthread_create(pthread_create:172)

What’s wrong?

We are also seeing this issue on adreno200 OS 4.1.2. This is one of the few google hits on neon_pld_min_max_16 unity crash.

2 Answers

2

I got exactly the same all of sudden. Previous releases was ok. Nothing out of the ordinary was changed. Unity 4.3.4.


UPDATE: I since found out this https://bugzilla.mozilla.org/show_bug.cgi?id=721489 mozilla thread, and i think the issue is NPOT textures. The crash reports show that they occurred near the place i load NPOT texture. I will try to make them pot, release, and wait.


UPDATE: Thou NPOT textures is generally evil it was’t them. I bisected commits and found that crashes started when i TURNED OFF multithreaded rendering due to the bug in unity 4.3.4 which make it crash immediately on samsung galaxy s3 mini. Still checking.

All crashes occur on android 4.0.4 or 4.1.2

We met a lot of exactly the same crashes. Anyone figured out what's wrong?

We have an open ticket with Unity. Unfortunately despite this being 100% reproducible on our local dev and build machines, when setup on a new laptop (and in Unity’s QA case), the build does not reproduce the issue (same Unity version, same Android SDK’s, same Java, same ant, same xcode, same OSX). Anybody with a project they are willing to submit to Unity QA, please contact Unity. You can reference zendesk issue #14018. If you don’t get a response, you can contact me and I can forward your contact info to our QA representatives. Much appreciated if we can move this forward (of course we now have the extra concern of different machines’ builds behaving differently).